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Some crowd controll diminishing returns needed.

mrfalrinthmrfalrinth Member Posts: 124 Bounty Hunter
edited May 2013 in PvE Discussion
Last arena, since i joined fight i was like 80% of time chain crowd controlled by various classes.... Its not fun in pvp where you take away controll from player so he becames spectator insetad of player... Especially in pvp in laggy game with locked animations - even if you would be able to do something between particular crowd controll abilities you cant here... So add a diminishing return that:
  • Lasts for 20 seconds and refreshes duration if another CC is received.
  • 2nd CC within its duration have its duration lowered to 70%
  • 3rd CC within duration of that mechanism have its duration lowered to 50%
  • 4th and beyond (...) to 20%
  • If player dont receive any CC for 20 seconds after the first one, then the effect disapears


so we can play insetad of watching.
Post edited by mrfalrinth on

Comments

  • elyrielleelyrielle Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Guardian Users Posts: 0 Arc User
    edited May 2013
    Long as all that is limited to PvP I'm ok with it. But then, I don't PvP on my CW :P
  • redhairingredhairing Member Posts: 0 Arc User
    edited May 2013
    Yes, it is rather annoying that you cast one spell, then just sit back and watch for 10-seconds as your character floats in the air, sucked into a black hole, then frozen... etc...

    Speaking as a cleric, I understand why I'm the first target to go, but 'slowing' me down, or 'silencing Encounter spells only' is much better than simply locking my character into a spot and waiting to die.
  • endlesspillowsendlesspillows Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 92
    edited May 2013
    Just as long as there are diminishing returns on Blocking, Healing and Damage too. There is an entire class based around crowd control, and to just diminish their effectiveness because it's causing you to lose probably isn't the best idea. It's not very fun to be 2 shot by Lashing Blade + Shocking Execution before your client even realizes that you've been hit either.
  • susanosusano Member Posts: 5 Arc User
    edited May 2013
    For whatever reason, I'm always the most popular target. God help me if the other team has 2 CWs; I spend more time watching than playing for sure.
  • imivoimivo Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Guardian Users Posts: 1,682 Bounty Hunter
    edited May 2013
    Diminishing returns on CC is fine if you also put in diminishing returns on abilities that resist, break or make immune to CC. There also needs to be a failure chance to block spells (or the guard meter needs to go down faster when spells are blocked).
    Unsure about skills and feats? Check the Master List of Class Builds!
  • muspelfulmuspelful Member Posts: 9
    edited May 2013
    Just as long as there are diminishing returns on Blocking, Healing and Damage too. There is an entire class based around crowd control, and to just diminish their effectiveness because it's causing you to lose probably isn't the best idea.
    You'd still be able to CC constantly. You'd just need to switch targets periodically, rather than locking down a single person.
  • chacalv2chacalv2 Member, Neverwinter Beta Users, Neverwinter Hero Users Posts: 4 Arc User
    edited May 2013
    Diminishing returns on CC makes sense anyone saying to the contrary is either willfully being stupid or is in fact stupid. The idea of being able to "juggle" or "stun lock" has been decided my the overwhelming majority of game developers as not being a good idea. How exactly to implement it is a difficult question to answer. SWTOR made up a new system which fails horribly and other games have made some. I believe that all CC should be treated as one and that DAMAGE reduce it's effect. Sooner rather than later this needs to be implemented if they plan on having PvP be anything but a side note in their game.
  • aevlomaevlom Member Posts: 117 Arc User
    edited May 2013
    mrfalrinth wrote: »
    Last arena, since i joined fight i was like 80% of time chain crowd controlled by various classes.... Its not fun in pvp where you take away controll from player so he becames spectator insetad of player... Especially in pvp in laggy game with locked animations - even if you would be able to do something between particular crowd controll abilities you cant here... So add a diminishing return that:
    • Lasts for 20 seconds and refreshes duration if another CC is received.
    • 2nd CC within its duration have its duration lowered to 70%
    • 3rd CC within duration of that mechanism have its duration lowered to 50%
    • 4th and beyond (...) to 20%
    • If player dont receive any CC for 20 seconds after the first one, then the effect disapears


    so we can play insetad of watching.

    Using your logic, rogues in PvP should get diminishing returns on every attack, even at-wills, until each attack hits 1 damage, and they have to wait for a cooldown timer to do regular damage once more.
  • aevlomaevlom Member Posts: 117 Arc User
    edited May 2013
    chacalv2 wrote: »
    Diminishing returns on CC makes sense anyone saying to the contrary is either willfully being stupid or is in fact stupid. The idea of being able to "juggle" or "stun lock" has been decided my the overwhelming majority of game developers as not being a good idea. How exactly to implement it is a difficult question to answer. SWTOR made up a new system which fails horribly and other games have made some. I believe that all CC should be treated as one and that DAMAGE reduce it's effect. Sooner rather than later this needs to be implemented if they plan on having PvP be anything but a side note in their game.

    What part of the term "CONTROL wizard" is unclear to you?
  • atlusianatlusian Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 4 Arc User
    edited May 2013
    It's one thing to control, it's another to do massive damage while controlling. There's a difference. DR is needed, a control wizard should never be able to lock someone down for 10 seconds and still do huge dmg.

    I think they should introduce minor and major CC though. Slow effects are fine and should be counted as minor, stuns, roots, daze etc should be counted as major.
  • tobascodagamatobascodagama Member Posts: 14 Arc User
    edited May 2013
    MOBA games know the perils of allowing too much hard CC in a game. It's anti-fun. That's why they often introduce some kind of anti-CC stat or item. LoL has Tenacity and the Quicksilver Sash, DOTA has the BKB, etc. Even Lord of the Rings Online -- to use another MMO as an example -- introduced a PvP-only stat called Audacity that reduces the duration of crowd control effects.

    The fact is, most PvP games that have crowd control effects also have ways to mitigate those effects. It's pretty much essential to maintaining a fun experience for everybody.
  • atlusianatlusian Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 4 Arc User
    edited May 2013
    ^^^^^^^^^^^^^^
  • tfangeltfangel Member Posts: 0 Arc User
    edited May 2013
    imivo wrote: »
    Diminishing returns on CC is fine if you also put in diminishing returns on abilities that resist, break or make immune to CC. There also needs to be a failure chance to block spells (or the guard meter needs to go down faster when spells are blocked).

    If CC gets nerfed, they better nerf healing, damage and other skills of other classes.
  • selonwselonw Member, Neverwinter Beta Users Posts: 258
    edited May 2013
    aevlom wrote: »
    What part of the term "CONTROL wizard" is unclear to you?

    there's a difference between controll and locking out, once you get focused by a cw, its impossible to get to them. I dont see Damage in the name
  • pungkapungka Member Posts: 38 Arc User
    edited May 2013
    It's not too bad. CC effects already seem to break early compared to PvE. The permanent stun situations only happen when you are outnumbered and focus fired, which is a teamwork issue, not a CC issue.
  • mrfalrinthmrfalrinth Member Posts: 124 Bounty Hunter
    edited May 2013
    pungka wrote: »
    It's not too bad. CC effects already seem to break early compared to PvE. The permanent stun situations only happen when you are outnumbered and focus fired, which is a teamwork issue, not a CC issue.

    oh great, but it sucks to be the one who is being locked out of the entire fight, no? Or is it fun for you to become spectator in pvp?
  • redhairingredhairing Member Posts: 0 Arc User
    edited May 2013
    Even though focused CC is a teamwork thing, having one player essentially afk-for-all-the-good-they-can-do is a no-no.

    Imagine:

    that a dungeon boss can chain CC you straight for 10-seconds. I've seen bosses deal with pretty nasty burst damage, and it's all about dodging them. Now imagine getting CC'd so you can't do anything for 10-seconds, whilst also having the living stuff blown out of you.

    That's the PvE-equivalent of a level-60 Control Wizard atm.
  • pungkapungka Member Posts: 38 Arc User
    edited May 2013
    mrfalrinth wrote: »
    oh great, but it sucks to be the one who is being locked out of the entire fight, no? Or is it fun for you to become spectator in pvp?

    It makes no difference to me, dying in 2 seconds sucks regardless. Nobody likes losing and I don't see how being able to spam on more At-Will before you die makes it a better game. Games that have diminishing returns usually have single abilities that last for 10 seconds, like getting Sheep or Feared in WoW. That's not the case for this game.
  • yasha00yasha00 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 479 Bounty Hunter
    edited May 2013
    atlusian wrote: »
    It's one thing to control, it's another to do massive damage while controlling. There's a difference. DR is needed, a control wizard should never be able to lock someone down for 10 seconds and still do huge dmg.

    I think they should introduce minor and major CC though. Slow effects are fine and should be counted as minor, stuns, roots, daze etc should be counted as major.

    How can a single CW lock you down for 10secs? How does it do huge damage while implementing such a lockdown? In fact, does CW do huge damage at all?

    They already got a nerf, so unlike every other class the one thing they are good at is far less effective than it is in pve.
  • imivoimivo Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Guardian Users Posts: 1,682 Bounty Hunter
    edited May 2013
    atlusian wrote: »
    It's one thing to control, it's another to do massive damage while controlling. There's a difference. DR is needed, a control wizard should never be able to lock someone down for 10 seconds and still do huge dmg.

    You cannot lock down someone for 10s in PvP (as a lone CW), and the single target damage of the CW is comparatively low.
    Unsure about skills and feats? Check the Master List of Class Builds!
  • pantamimepantamime Member Posts: 0 Arc User
    edited May 2013
    the fix to these cc woes is to just make Entangling Force only usable in PvE. Reall yit doesnt take much skill to Choke 1st beam of RoE Chill Strike second beam of RoE and conduit of ice and then dodge til Choke is up. If you throw Steal time into the rotation instead of CoI you are looking at a CC lock that is a little too advantageous.

    Yes people can dodge and GF can block. But the possibility to lock someone form 100-0 shouldn't be in PvP. If you remove Choke the Possibility to completely lock someone is removed. I play a CW and I feel it is a little too advantageous to be able to do this. Lets be honest with ourselves and admit it is a little bit OP.
    [SIGPIC][/SIGPIC]
    PVPer rocking it Solo queue style since the dawn of Neverwinter
  • yasha00yasha00 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 479 Bounty Hunter
    edited May 2013
    pantamime wrote: »
    the fix to these cc woes is to just make Entangling Force only usable in PvE. Reall yit doesnt take much skill to Choke 1st beam of RoE Chill Strike second beam of RoE and conduit of ice and then dodge til Choke is up. If you throw Steal time into the rotation instead of CoI you are looking at a CC lock that is a little too advantageous.

    Yes people can dodge and GF can block. But the possibility to lock someone form 100-0 shouldn't be in PvP. If you remove Choke the Possibility to completely lock someone is removed. I play a CW and I feel it is a little too advantageous to be able to do this. Lets be honest with ourselves and admit it is a little bit OP.



    Please show video of you doing this against a decently played/geared GF.
  • pantamimepantamime Member Posts: 0 Arc User
    edited May 2013
    But the possibility to lock someone form 100-0 shouldn't be in PvP


    I am saying the possibility of any class being able to completely lock out any other class shouldn't be a possibility at all. GF would be the most difficult to pull this off on. Look at it from every classes perspective. I don't use Entangling Force because it doesn't fit the way I like to play. Having complete single target control isn't as valuable to your team as it is to just yourself.

    I can try it on different GF's but I can't guarantee the would be decently played. A well played GF shouldn't ever be CC in a 1v1 fight.

    ....But this isn't a 1v1 type system so I guess I can show you me sneaking up behind one and locking him up til he's dead? That's really what makes the power OP, it allows complete focus from full health to death. Especially if you're talking about 2 CWs using the same set up.

    I see so many CW using the RoE EF Chill Strike Shield Set up. And a lot of the time they are smart enough to follow each others rotations on a prime target.

    If you Manage to dodge/block the first choke you still have to worry about another choke, stun, stun, quadruple RoE stacks, and steal time if they are going for a complete control/shutout build.

    Do you not think Entangling Force should be PvE only? Or have maybe a bit more of a dodge window? Every other spell you can dodge if you notice it. Entangling force, even when I know it is coming(after seeig the same CWs you kinda get the gut feeling when they're gonna do it.) if you dodge right when you see them lift their hand to cast it still hits you, so you have to actually dodge it before you see their hand raise in the air(like when it first moves). With the different latencies that is too small of a window to act with in.
    [SIGPIC][/SIGPIC]
    PVPer rocking it Solo queue style since the dawn of Neverwinter
  • imivoimivo Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Guardian Users Posts: 1,682 Bounty Hunter
    edited May 2013
    I don't see how you can completely lock out someone. The duration of the CCs is not nearly as long as in PvE. Entangling Force has a ~10s CD. You are not going to have any other CC on your bar in PvP (other than AS) and it is very easy to waste it. You get a very brief window to actual free cast, and you will not do enough damage to get someone even to 70% of their HP during that time. With someone on you, you eat damage and get controlled/silenced yourself. Ice Knife does good damage, but then you can't use Arcane Singularity. Action Points come slow in PvP because you don't have large groups of mobs to AoE.

    TWO CWs on the same target is different, but then it is 2v1, and I dare say that 2 of anything will kill a CW just as certainly. I die to two rogues without being able to react, and trying to kill a GF is like one of those HP sponge skirmish bosses. People only mind CC because it makes them feel helpless, but they forget that the damage that kills them isn't coming solely from the CW who is responsible for the CC. CWs have low single target damage. Most of what you see in dungeons is AoE, but AoE doesn't typically kill anyone in PvP. What CWs have going for them is that runners get killed by MM, yes. But it wasn't the CW who got the person so low that they started to run away. Running away from a CW is like running away from a hunter in WoW PvP. (Just for fun, watch how many people run away without even attempting to break line of sight.)

    EF should not be PvE only, unless you make every other silence or CC PvE only. too. It is mostly a learn-to-play issue. People need to realize how easy a CW can be pressured. You can't pressure a cleric nearly as well, and a CW with people on them does even less damage than normally. People are prone to tunnel visioning. They attack the tank, or whatever is close by. I am sometimes amazed how I can stand there and free cast while people can't break away from the GF. It's about awareness and paying attention to what's going on, and understanding abilities and CDs of other classes.

    If you want things more balanced, then you need a system that enforces that both teams have the same classes, e.g. one of each. Then you won't have synergies between two rogues, two clerics or two CWs. (But there will be more than five classes, so this won't work.)
    Unsure about skills and feats? Check the Master List of Class Builds!
  • iamdoctordeathiamdoctordeath Member, Neverwinter Beta Users, Neverwinter Hero Users Posts: 0 Arc User
    edited May 2013
    redhairing wrote: »
    Even though focused CC is a teamwork thing, having one player essentially afk-for-all-the-good-they-can-do is a no-no.

    Imagine:

    that a dungeon boss can chain CC you straight for 10-seconds. I've seen bosses deal with pretty nasty burst damage, and it's all about dodging them. Now imagine getting CC'd so you can't do anything for 10-seconds, whilst also having the living stuff blown out of you.

    That's the PvE-equivalent of a level-60 Control Wizard atm.

    Mad Dragon- has a stun you can't avoid, if one of the dozens of adds happens to be laying down aoe in your area, you can easily be stunlocked to death. So, they don't have a problem with that in pve either.
    [SIGPIC][/SIGPIC]
  • hbcbandit007hbcbandit007 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 0 Arc User
    edited May 2013
    mrfalrinth wrote: »
    oh great, but it sucks to be the one who is being locked out of the entire fight, no? Or is it fun for you to become spectator in pvp?

    If you are the victime of FF, then it is a team strategy and you should be eating dirt before you have a chance to react. No ONE CW is going to be able to turn you into a spectator. That being said, even as a CW, I wouldn't mind some sort of control breaker on cooldown. Sometimes, when jumped by a rogue, I can be killed while still staring at chains on my action bar.
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